Extinction Mite
Fiend · Crown of Despair
T2d6Minor
Dog-sized insects with segmented grey bodies and mandibles that phase in and out of visibility, utterly silent with no tracks, no scent, no reaction from animals. They smell like old dust in a room sealed for a very long time, and whatever they kill ceases to have existed.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 13 · ATK +5 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 8 | - | - |
| Sense | 16 | - | - |
| Heart | 14 | - | - |
| Cunning | 18 | - | - |
| Fate | 18 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Erasure Kill
Whatever the mite kills leaves no corpse; body, gear, and every trace fade within minutes, and within a week only written records recall the victim existed.
Silent Presence
Makes no sound, leaves no tracks, and animals do not react to it. It is always drawn to the last surviving member of any group or family.
Maneuvers
Memory Venom
A creature the mite bites must make a DC 13 Mind save or lose a cherished memory: a loved one's face, a learned knack, a treasured moment. The memory returns if the mite is killed within a day; after that it is gone.
Reactions
Phase Flicker
Once per round, when an attack hits the mite, it flickers half out of existence; the attacker must reroll the attack and take the new result.
Tactics
GM tactics
Stalks silently, targeting isolated individuals, especially the last survivor of any group. Bites the most vulnerable target and lets Memory Venom hollow it out first. Phase Flicker shrugs off the one blow that does land. Retreats and re-stalks if confronted by groups.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
- A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
- Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.